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Game Of The Year 2019 -- Sekiro: Shadows Die Twice

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"Do what must be done."

Over the last few days, we revealed what we believe are the 10 best games of 2019, organized by release date. Today, December 17, we reveal which of the nominees gets to take home the coveted title of GameSpot's Best Game of 2019. You can follow along with all of GameSpot's other end-of-the-year coverage using our Best Games of 2019 hub.

The fear of failure is incredibly powerful. It has the ability to cloud the mind, jumble the senses, and unsettle the hands. Sekiro: Shadows Die Twice understands this fear and leverages it to orchestrate challenges that feel impossible to surmount. It's an unsparing game that relishes the opportunity to undermine your abilities and tear you down. But, crucially, it does this so you can pick up the pieces and learn to be stronger. Its methods are harsh, but the lessons are profound.

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Now Playing: Game Of The Year 2019 | Sekiro: Shadows Die Twice

Sekiro has garnered much praise for its gameplay, which we described as "heart-pounding, palm-sweating, and nerve-wracking." Few games offer swordplay that feels as sharp, as tense, and as satisfying, and this alone makes it a standout game in 2019. But what makes it our favorite game of the year is how it uses this gameplay to speak directly to the player.

No Caption Provided

Sekiro is a game about growth. Not just the mechanical kind you get from learning to parry a blade, hop over a shuriken, or strike at the perfect moment, but something altogether more valuable. Perhaps the strongest example of this is the now infamous battle with Genichiro Ashina, who you must face head-on to overcome. The demands Sekiro puts on you in this fight are heavy and, for most, failure is all but guaranteed. To stand before Genichiro for hours upon hours, only to be cut down over and over, can be an arduous experience, but eventually, it all clicks into place.

It's here that almost everyone has an epiphany: Sekiro needs to be played on its terms. Unlike From Software's other games, it affords little room for freedom in approach. The enemies you face--big or small, human or inhuman--aren't designed to accommodate a variety of strategies; the path to success is singular, and it almost always demands you face overwhelming odds and be willing to fall so that you can eventually stand up stronger. In a game where the difference between life and death can be a split-second press of a button, the smallest of successes are hard-fought, but their impact carries weight.

Sekiro is a reminder that failure isn't to be feared and, in fact, it can be a springboard to betterment.

The game instills in you all the qualities necessary to overcome the hardship it presents. Unrelenting adversaries teach you that staying calm allows you to have the presence of mind required to process the challenge you face. It shows you that persevering through one hardship makes the next just a bit easier, and it proves that incredible strength can be found in the toughest adversity. These lessons, in conjunction with the thrill of doing the impossible, inspire a sense of achievement that lingers long after a virtual enemy has been felled, you've put down the controller and stepped away from the screen.

For years now the cycle of death and rebirth has been the cornerstone of From Software's games, but Sekiro looks beyond its mechanical function to also give it narrative consequence. Like the studio's previous games, story is delivered in small but meaningful ways, after all, From Software relishes subtle strokes that suggest details instead of painting in every color. Sekiro's main story is perhaps the studio's least ambiguous, but beneath the surface there are fascinating themes to contemplate.

Sekiro: Shadows Die Twice is a game that I still play almost every day. The war-torn land of Ashina is hostile and its inhabitants aggressive, and even all these months later, the challenges are no less daunting. But my experience has given me an understanding of it all and the self-confidence to face it--Sekiro is a reminder that failure isn't to be feared and, in fact, it can be a springboard to betterment.

Sekiro: Shadows Die Twice co-director Hidetaka Miyazaki accepting GameSpot's Game of the Year award
Sekiro: Shadows Die Twice co-director Hidetaka Miyazaki accepting GameSpot's Game of the Year award

GameSpot: What's it been like to see such a positive response to Sekiro?

Miyazaki: To be honest, it's been a huge relief. For us, Sekiro was a game that came with several challenges and new endeavors, such as its Japanese world design, it being single-player only, as well as it being centered around the new posture system, and intense one-on-one sword battles. We feel these challenges contributed to a very unique game design, which led us to be constantly worried throughout development.

Do you remember how you felt and what you were thinking when releasing the game? What expectations did you have for it?

We were mostly anxious and unsure of how it would be received. We of course always believed that Sekiro was a fun game, it was more so the anxiety behind whether players would feel the same way or not.

Now that it has been released and you've had time away from it, how do you feel about the game?

Having time away from Sekiro development has provided many opportunities to reflect on points of improvement. Many times I find myself thinking how Sekiro might have been better had we "done this" or "changed that." However, even more than that, I feel an increased love for the title. Sekiro's world and its characters have become a very important part of my life. This is the same for most of the games I've been involved with and is something that fills me with great joy.

When creating Sekiro, how did you challenge yourself to make sure it stood out as a unique among the games you made?

As far as game design, we made the decision to leave out several features from our previous titles in order to focus on Sekiro's dynamic movement with the grappling hook, and intense sword-on-sword combat with the new posture system. We felt that focusing on these aspects would result in a much more Sekiro-like experience.

Aesthetically speaking, we focused on the unique beauty behind the game's Japanese setting, putting heavy emphasis especially on its vibrant, yet withered color pallet. In addition to that, there is the focus we put on the character-driven story with the inclusion of a fixed protagonist. We feel that these were among the biggest challenges we had when making Sekiro.

As a studio primarily known for the Souls series and Bloodborne, what kind of statement did you want to make with Sekiro?

We aimed to provide a new, more vibrant take on the action and excitement we've expressed through the combat in both the Dark Souls series and Bloodborne. It is a fresh presentation of our desire to invoke a feeling of joy and accomplishment in the player when they overcome challenges.

What did you want players to feel when playing Sekiro? What were you hoping they'd take away from it?

We wanted players to experience the feeling of joy and accomplishment through overcoming the game's many challenges, and we wanted them to experience this in a way that is both fresh and more exciting than before.

How do you feel knowing that people play Sekiro and by overcoming the challenges in the game, they find strength in themselves and take that into real life?

This is something I am very, very happy to hear. I generally don't make games with the intent to specifically teach something to the player. However, as someone who focuses their game design philosophy around this idea of the player feeling a sense of joy and accomplishment by overcoming challenges, hearing that players are taking away valuable lessons from this is one of the greatest compliments I can receive. It is truly inspiring.

What part of the game are you most proud of?

I personally can't help but look for points of improvement, which could in part be the reason why I still haven't thought too much on this. There is no doubt that I am proud of Sekiro, I just haven't personally been able to pick out what parts specifically I am proud of (either that or I am still just too reluctant to do so). However, one thing I can say for certain is that we feel a great amount of pride when we hear about players applying things they've learned through our games to their real lives.

What has making Sekiro taught you about yourselves? What lessons are you taking away from it?

I would say we learned a lot about ourselves. We, of course, learned a lot through finding solutions to various problems during development, as well as through our teamwork with Activision throughout the project. If I were to give an example of this, it would be the effectiveness of intentionally focusing on one aspect of the game during the early stages of development after deciding on the core concept. Of course, eventually, we had to shift this focus to the project as a whole, but I feel that there were several challenges that we couldn’t have overcome had we not gone with this method.

Does this game and the positive reception to it give you the confidence to pursue more original unique ideas?

As far as confidence goes I would say I am, and always have been, lacking thereof [laughs]. However, the positive voices from players serve as precious fuel as we continue to make games. Because of this, I feel we will continue to make From-style games going forward.

What would you say to the fans out there that love this game?

We want to say thank you to all the players who have played and supported Sekiro. Your voices are what keep us going, and we are truly lucky to be able to make games in the same day and age as you all. We plan on working hard to make fun, From-style games going forward, so please look forward to what we have in store.

Got a news tip or want to contact us directly? Email news@gamespot.com


tamz

Tamoor Hussain

Tamoor Hussain is the Managing Editor of GameSpot. He has been covering the video game industry for a really long time, having worked in news, features, reviews, video, and more. He loves Bloodborne and other From Software titles, is partial to the stealth genre, and can hold his own in fighting games too. Fear the Old Blood.

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Yams1980

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This is one of those games I know for sure would frustrate me so I skipped it.

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jenovaschilld

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Due to my overwhelming back log of games, especially on PC - this is one game I have not had time to play or even take a peak at. Maybe by summer, look forward to it.

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RogerioFM

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Not surprising. I think it's undeserved, but it's a great game none the less.

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Novaflame13

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@ph1nn not upset about anything actually just doesnt makenany sense if a game is considered " A perfect 10" didnt win niche or not the rating system is a joke lol

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ph1nn

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Sekiro, just like Demon's Souls, Dark Souls, Dark Souls 2, Dark Souls 3, and Bloodborne before it this is easily game of the year.

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deactivated-64efdf49333c4

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Um...yeah, okay, but I'd rather give it Outer Worlds. At least it's a sensible choice.

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Taylor_Sparks

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@Barighm: Sorry but I don't really see how it's a "sensible" choice.

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zedetach

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I'm glad that the industry is still recognizing games like sekiro which offer meaningful gameplay over accessibility. Sure I've had friends who gave up on the game because it was too difficult but for those of us who enjoy such games, sekiro has been a godsend. From its world design to its gameplay, everything about it oozes with the kind quality and thought that you rarely see in games nowadays.

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Ayeyerma

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Edited By Ayeyerma

While Sekiro was undoubtedly a great game, at no point did I think 'Wow', either graphically, story related or gameplay wise. It treaded familiar From Software ground, the visuals were nice but not outstanding and it played like a hot coal in a paper glove (I did finish it after the usual 100 attempts at the final boss) . Compare that with the general feeling while playing the Resi 2 remake and they're worlds apart. It single handedly reinvigorated the franchise while immersing new players with fantastic visuals and a modern take on survival horror. Game of the year should be about those moments where you feel elevated by the medium and Resi 2 did that consistently. Sekiro just had that headless ape moment.

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ph1nn

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@ayeyerma: So you want a remake to get GOTY over Sekiro? They are both amazing games but be real here. The only thing 'missing' from Sekiro is the awesome online features the previous 5 Soulsborne games have had. At least being able to see deaths and writings on the ground would have been nice.

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zedetach

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Edited By zedetach

@ayeyerma: nobody felt hugely satisfied or complished overcoming any of the challenges in resi 2. Sekiro on the other hand made me and many others feel just that.

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Novaflame13

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Disco Elysium gets a perfect score but Seikro wins? Not sure how you guys really rate anything anymore lol

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ph1nn

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@Novaflame13: I mean they are both GOTY quality, not sure what you're upset about.

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deactivated-64efdf49333c4

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@Novaflame13: DE is very niche though. It's practically an interactive novel.

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Ivanov70

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From software made some of my favorite MP games back in the day now they are stuck on hack and slash SP games like how many damn times do I have to beat some variation of Dark Souls.? and they get rewarded for a game that's barely memorable.

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Zander80

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Ahahahahahaha ahahahahahaha ahahahahahaha ahahahahahahaha

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esqueejy

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esqueejy  Online

2019 was kindof a weak year for games in my opinion, and this kindof confirms it for me.

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Daidochus

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Peter is mad right now why not a Nintendo game won the GOTY.

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Btwistin

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So back to back GOTY awards going to Fromsoftware titles after The Elden Ring drops in 2020?

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Fedor

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@Btwistin: If it drops in 2020, maybe. The competition will be far stiffer in 2020 though.

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JEF8484

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Well deserved. I like this style Gamespot does with their GOTY awards. Interview with Miyazaki is a nice touch.

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benvenom

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A very deserving win for this title. Admittedly, I am a big fan of From-style games, but this one stands out. I realize that this games spawned anew discussions about difficulty and accessibility, but as the GotY write-up sums up: you have to play this game on it's terms. Once you realize this and swallow your pride and learn--you'll have an absolute blast.

Unlike previous Soulsborne games, there is a relatively straight-forward, protagonist driven story in line with most AAA titles. You still gain insight from the usual places like item descriptions and area clues, but there's a lot more handed to the player in this title, which is fine. The Sengoku era Japanese setting is beautifully rendered and loaded with folk lore references and historic authenticity (note that I did not say accuracy). As usual, the sound design is amazing.

The combat is really where this title shines as it arguably nailed sword-fighting like we've never seen before. The posture system is a simple but practical marvel. Banging swords with an opponent has never seemed so dynamic, punishing, fun and fair. The consumable items an prosthetic tools are great supplements to the primarily sword-centered combat. The seamless transition from stealth to action encourages the player to think ahead, especially in the tougher situations throughout the game when enemy placement can be a real challenge.

As is typical of From games--there is a notable element of challenge and the game is often very unforgiving, but nothing is satisfying when it comes easy, does it? You cannot rest on your laurels as an experience gamer (even From software game experienced) to carry you through. It'll only get you so far. You don't get exponentially more powerful from 'leveling up'--you as a player must get better at the games' mechanics. This uncompromising design choice often leaves people complaining about poor design, accessibility, player elitism, etc; but excelling at this title comes down to how much the individual player wants to invest into 'getting gud'. All the tools are out there: wikis, walk-throughs, cheese vids, etc, (which I made extensive use of). This experience requires you to have your eyes wide open and adapt. As wrongly stated in a previous comment here, you do not start out weak and end up weak--you start out 'weak', but in the end are strengthened through hard fought experience and practical use of the tools the game allows for you to use. So, I don't want to throw out the often dismissive 'get gud', but players struggling through with game need to dig deeper to succeed and not blame obtuse difficulty or bad or lazy design. This game has been commercially and critically successful for a reason.

On a final note, this games also stands out from other AAA games for not having (at this point) any DLC. Although I admit that I'd like more content for this amazing game, its pretty bold move to have a fixed protagonist without having 10 alternative outfits to wear or a half dozen other paid content options. This choice seems deliberate and, in my opinion, makes for a very rare, 'pure' gaming experience devoid of the bells and whistles of the modern gaming experience. To an extent, this lack of distraction goes a long way (at least for me) in staying fixated on the task at hand, which is a very well crafted game with all content already included when you put down your money. A real throw-back, of sorts.

Don't let the doubters turn you away: this is a game worth experiencing.

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BraceYourSelf1

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@benvenom: Nice review. Well written and I agree with what you said. 10/10

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salari

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Edited By salari

How come Disco Elysium didn't get GOTY? It's one of the few games Gamespot gave a perfect 10 to

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ph1nn

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@salari: Disco Elysium and Sekiro are both GOTY quality in my opinion.

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megagood2345

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@salari: Without commenting on the actual choice of Sekiro, GOTY is a more complicated conversation than who got the highest score. I'd rather give it to a game that innovated, even if it missed the mark on a few things but innovated.

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pyro1245

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@megagood2345:

Disco took the idea of interaction and dynamic storytelling to a level not seen in most games - combined with expertly crafted narrative.

Sekiro is a great spin on the Souls formula in an awesome setting.

I enjoyed both games a whole lot, but Disco Elysium had a greater impact on me.

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skippert

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@pyro1245: It seems were not all the same. Suprise?

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pyro1245

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@skippert: Just throwing my opinion in here, as someone who considered these two of his favorite games of 2019, and as a big Souls fan for the past decade.

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esqueejy

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esqueejy  Online

@salari: Because this would be more popular.

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Gamerbuddy

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Damnnn I love Sekiro and I am Glad it won many GOTY Awards. there were many awesome titles like RE2, DS and RDR2 but SEKIRO was more deserving.

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Litchie

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Edited By Litchie

Awesome that the game won. It's an amazing game.

From many people, you hear things like "it's niche", "it's too hard", "it's badly designed", "it's a copy of Dark Souls" and other silly things by people who lack the skill to enjoy the game. Very lame.

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Fedor

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@Litchie: Yep, all the people screaming for an easy mode and calling the game ableist made me cringe. Kinda like the clown below me makes me cringe.

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esqueejy

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Edited By esqueejy  Online

@Litchie: Nah...what's lame is that you dismiss peoples' opinions that differ from yours by falsely inflating your ego and chalking it up to them not being skilled enough (while presumably you are? laughable). Get a private room if you want to shine your epeen so badly. There are myriad reasons people could objectively not like Sekiro or Souls games that have nothign whatsoever to do with skill, including the incessant self-satisfied bragging from people like yourself.

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skippert

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Edited By skippert

@esqueejy: A lot of casual gamers will, and have put down their controllers because the game was too difficult. And then some of them did go online to complain about it, because that is what a lot of gamers (especially ones that visit sites like this) do. And then theres the ones that feel the need to put down this choice for GOTY because it does not align with their views on what game should have been GOTY this year. Personally I prefer the E-Peen, there is more truth to it and its more obvious to spot... grinnik.

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esqueejy

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esqueejy  Online

@skippert: I have seen zero complaints about the difficulty on this site or IGN, the two I most often frequent for gaming news, and I've certainly not seen anything on Youtube or randomly on the internet to suggest a wave of players complaining about the game's difficulty. In fact, what I did see, is a lot of talk about it being easier than the souls type games and people being mad that it wasn't hard enough that they could brag about it as much as the Souls games.

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zedetach

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@esqueejy! But it's a fact that the complaints are mostly on the difficult though.

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Gomtor

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Glad it won. That said; Sekiro was not that good for me personally; compared to their other games. You began weak and end up weak, making it felt like a waste of time.

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deactivated-64efdf49333c4

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@Gomtor: Sekiro is not an RPG.

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m7stech

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I disagree and I think Sekiro is a niche that's almost identical to from softwares other games and not on the same level as previous game of the years.

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skippert

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@m7stech: Please do tell us what game you feel should have won. That should give us some more insights into what "niche" you prefer.

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quibit

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Miyazaki is simply genius, he keeps adding new mechanics to games that feel like new game genres in and of themselves and I am glad he and his team are getting the recognition they deserve. They nailed the combat in Sekiro, it was the perfect progression from parries in the Souls games but much improved and just the feeling of pulling it off is purely satisfying.

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dangyb

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I'm just here you Elden Ring news and they don't talk anything about it. Damm it

Glad that Sekiro Won btw

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